Sid Meier's Civilization VI

Sid Meier's Civilization VI

TMP's policy cards expend
 This topic has been pinned, so it's probably important
TMP  [developer] Jun 27, 2023 @ 4:59am
policy expend cards details
Machine Translation
TUNTIAN, +1 movement power in friendly territory
military merchants, +1 movement power in friendly territory,units +1 movement speed
Supply hub, +2 movement in friendly territory,units +1 movement speed
Combined logistics, +3 movement in friendly territory,units +1 movement speed
Teleportation through time and space, +5 movement power in friendly territory,units +2 movement speed
Plunder, +1 movement at the beginning of the turn in enemy territory
Looting, +2 movement at start of turn in enemy territory
Slaughter and Destruction, +3 movement at the start of the turn in enemy territory
Airdrop, start round +4 movement in enemy territory
Low earth orbit delivery, +7 movement power at the start of the round in enemy territory
Tribal gathering, all cities +2 production +1 faith
Rural development, all cities +6 productivity +1 faith
Town construction, all cities +12 productivity +1 faith +1 food
Urban planning, all cities +12 production +2 faith +5 food, extra +11 production when the city has an industrial area
Urban expansion, all cities +12 productivity +2 faith +6 food, extra +22 productivity when the city has an industrial area
Buildings to the sky, all cities +18 production +3 faith +11 food, when the city has an industrial area, an additional +25 production
Residential cyberization, all cities +20 productivity +12 food +4 faith, when the city has an industrial area, an additional +38 productivity
Please note: the above industrial estates include replacement industrial estates (e.g. Oppidum, Chambers of Commerce, etc.)
Merchant, all cities +3 gold coins (economic card, before political philosophy is unlocked, there is no diplomatic card slot except for certain civilizations)
Trade, each envoy +1 gold coin, all cities +3 gold coin (diplomatic card)
Dumping, each envoy +2 gold coins, all cities +3 gold coins (diplomatic card)
Export, each envoy +3 gold coins, all cities +3 gold coins (diplomatic card)
Militarism, post-industrial age (including industrial age) dark age policy card, all units +7 combat strength, plundered areas, improvements, merchants, coastal plunder gains +150%, but military units and spies maintain +4
Actual combat experience, unit combat experience +25%
Taught by veterans, unit combat experience +50%, upgrade gold consumption -50%
Trainer, unit combat experience +75%, upgrade gold consumption -50%
Military courses, personal attendants are invalid, unit combat experience +75%, upgrade gold consumption -50%, upgrade strategic resources -50%
Post-battle report, unit combat experience +100%, upgrade gold consumption -50%, upgrade strategic resources -50%
Classroom, Academy building output +25%, population reaches 10, extra +75%
Shop, commercial center building output +25%, population reaches 10, extra +75%
Stage, theater square building output +25%, population reaches 10, extra +75%
Prayer room, holy land building output +25%, population reaches 10, extra +75%
Workshop, industrial area building output +25%, population reaches 10, extra +75%
Watchtower, barracks building output +25%, population reaches 10, extra +75%
Human rationality, college, business center building output +50%, population reaches 16, extra +75%
Creativity, industrial area, military barracks building output +50%, population reaches 16, extra +75%
Free thought, holy land, theater square building output +50%, population reaches 16, extra +75%
Defend democracy, academy, barracks, airport, holy land building output +50%, population reaches 16, extra +75%
Liberate workers, theater square, industrial area, commercial center building output +50%, population reaches 16, extra +75%
Last edited by TMP; Jul 7, 2023 @ 8:12pm